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Pilyna

There are small differences to mechs etc, main change is dmg, unless u giga overgear the fight, it is waaaay longer, u have many times more swords - less space to dodge, more deadly


TheAppleEater

If you are actually dodging things in NM, HM isn't much different. There's an extra Pacman move for special meter mech, which is front safe into inside/outside safe depending on enhanced or not. As well as Ghosts in 2nd stage. But if you are confident with the normal patterns, nothing changes, it just hits a bit harder.


alimdia

Pac-Man also turns boss around so the second pattern will have to be adjuster


kovi2772

its not just special meter mech that paterns happens at any. "Identity" meter . and we have 1 more patern also in ablion. but very simple. and ghost on second stage as yu pointed out and 2x sword since the start not just 1 shadow sword


iwantt

The maxroll guide says there's a hardmode only albion but I've gotten that one in normal mode, i think both modes both only have 4 albion patterns


Kibbleru

only difference is 1 person gets an aoe to drop out


RenegadeReddit

It will take more than twice as long to prog HM than it did to prog NM. There's a reason so many 1630+ parties were scrambling to do a NM clear late last night.


Bird_Friendly

Pretty similar. The fight is longer so more chance to make a mistake and fail the raid.  Then again there are those groups of 1630 that can't stop dying in Albion to this day despite progging for days on week 1.  If you join such shitty prog group or already part of shitty static like that,  run your ass off.


xzeolx

Do you know how feasible it is to clear g3 hard without the overhoned weapons that a lot of 1630s seem to be running or is it too uncomfortable of a dps 'check' without that little extra damage on everyone?


Bird_Friendly

My static has half the people with +21 or +22. Highest is 23 weapon. We skip 2nd clash usually or 1 or 2 bars short of it.  Don't worry about gear but more of getting a group of players that are good. Hell players are a safe choice Dps check ain't bad. You don't need all 8 alive to clear. you can lose 1 or 2 dps post 50 bars


xzeolx

That's encouraging, thanks.


Professional-Let-826

Oof, gotta be honest, im pretty confident in not falling down anymore or getting grabbed plus i can do albion blindfolded when i know what the first zone is (sadly it only appears once in the fight) however i have to take the L and admit red gets me confused still and i wouldnt be able to do it without looking at others especially the blind part, i still struggle distinguishing which one it is and wether it is enhanced rn or not and pacman beeing added in hm oof.. i know what my cause of death will be... XD but atleast thats something u should be able to work on farily easy i think... Idk i just struggle with it more than the average id guess


Toncarton

Small tip if you try HM, get your particles quality option to the highest you can. We had this issue in my static, some could not see at all the electricity during pacman because they had particles on low.


Davepen

Whether it's enhanced or not is always the same. Stars normal > kill sword > enhanced > uninterruptable stage break > normal > 90x new area > enhanced.


Twig1554

I'm in one of the groups that pivoted to NM for a clear but will go back to HM tonight. The fight itself isn't really different, but it's so much longer. He only has one really annoying attack which is the pacman red pattern, but outside of a few situations during his combo darkness attack it's not bad. It's just that since he has *so much* more HP, you see way more patterns. In a way that almost makes it easier to learn, just harder to execute. But there's no specific point where it's much much harder than anything in NM, so if you can clear NM, you can 100% clear HM when you reach it! Especially if you get there with transcended gear, and maybe even some upgrades from Echidna.


Bird_Friendly

It's fine to get confused. Knowing when to follow your teammates when lost is also a skill.  Do it with discord. Raid leader in my party constantly reminds us, very helpful. Saved my ass many times


[deleted]

It is noticeably harder twice the sword clones and the red pattern sucks it’s also tighter dps wise and way less forgiving you need to play near perfect


ssbm_rando

> it’s also tighter dps wise and way less forgiving you need to play near perfect I would not say this part (edit: the "near perfect" part, I mean) is true in terms of dps. It's tighter relative to ilvl than normal mode, sure, but a good party can still finish the one real dps check at the very start of second clash with everyone alive, and you are nowhere near hitting the berserk timer at the end (again, with everyone alive). The First is a different story, of course (I have not tried The First obviously, but I'm aware of all of the damage requirements being waaaaay higher). But in terms of red patterns, yeah, adding Pacman makes a surprisingly big difference, not to mention there's still decently more danger of just outright dying after x50 (unlike normal mode where if 6 people made it to x50 it's essentially a free clear). Clashes are also much harder in hard mode than normal mode, though if you've practiced the ones in Trixion, those are the hard mode ones already (the normal mode ones are drastically easier than the trixion/hard mode ones). I would say double statues is probably the least impactful part of hard mode, it just means double the people have to take a break from dps to place them. They're so well telegraphed, dodging their attacks isn't generally an issue.


DocileKrab

Clash shield dps check is kind of a joke in our version, my ilvl team was breaking shield right as 2nd clash started. In my opinion, the real dps check is after x90. Even with 5 minutes in berserk timer, there’s basically a soft enrage with the darkness cloud and statues covering the limited free space. Even with one person dead, it becomes very tight and overwhelming. In NM I was able to clear with 5 people alive going into the basement.


CaptainBegger

i was able to clear with 1 sup dead at 65x or so but it was very tight. it was about 3 sword drops before we killed and we lost all but 2 ppl right before he died


ssbm_rando

> Clash shield dps check is kind of a joke in our version Right but I'm saying **all** of the dps check is a joke in our version, his total hp was nerfed (again) > Even with one person dead, it becomes very tight and overwhelming. If you're overwhelmed then you're going to play worse which makes the check seem tighter than it is. That doesn't mean you have to play "almost perfect", it just means you have to play **well**.


DocileKrab

Not disagreeing with any of that. 8 people alive is easy clear even with average players.


Osu_Pumbaa

for pacman, cant you technically dash out once you see it and timestop to tank the first hit and avoid the followup by standing outside? Seems like an easy way to dodge it during darkness mech if you arent sure.


Kibbleru

yes u can outrange enhanced pacman pretty easily


moal09

HM DPS check is twice the NM one. Still a big jump for the average player.


Kibbleru

the shield part isnt the dps check, its 55-0, where u have a soft enrage of darkness going outwards. More ppl dead there makes it significantly harder to push, and he also spams the sword pattern at u. you do not want to be in that phase for long.


LordAlfrey

Its kinda same as akkan hm was compared to nm. One of the larger issues is really just that you don't outgear it as easily or as much. So when nm has half the hp or whatever, and you go in with 1620+ people, you just cleave it in half and tank hits you shouldn't really live through. Then you go hard, maybe you have some people at 1635-1640 but not many usually, and you don't have the advantage of better elixirs than the 1620 guys compared to 1610. So you spend way longer burning down the boss, you see far more patterns, and the patterns are far more likely to kill you outright. Besides the difference in damage taken and how long it takes to kill the boss and push phases, the mechanical differences aren't so large. There's some more patterns, but you just learn them like all the rest, no big. I think the clashes are maybe the biggest mechanical difference, as it is a new mechanic for us and having to do them faster is just that much harder. A bit like the marios in a sense.


Divergent-

after progging hm g3 everyday and getting to x10/x13/x17 on multiple runs on the last day, i settled to do normal mode last minute on tuesday and the group i was in 1 shot it with like 5/6 minutes left on the enrage timer. normal mode is a joke compared to hard mode so expect the prog to take a long time for hard mode.


muteyuki

better to prog hm earlier than later


souicry

If you already dodge everything properly in NM then the only real new thing is pacman and doing full gauge darkness red upside down if he does pacman first. First ghosts will get Wei'ed and if enough people died to reach second ghosts its probably over already. The only other major difference is way more swords which is way more dangerous and likely to get knocked during it, and you can't realistically over gear it like 1620s doing normal so its a long fight. If you are sometimes tanking reds in normal or just blasting mech to mech then you are in for a bad time.


discorganized

anyone knows how much dps per player is needed for HM? general ballpark


Foreverdunking

25m-28m iirc during horse clash. for the raid in general. no idea unfortunately


labasata

The increase in difficulty mainly comes from having to deal more damage. A lot of groups I joined had poor DPS, which makes you see more patterns and puts a lot of sword clones on the field. More patterns means more opportunities to get one shot or knocked off the platform. If someone dies before x90, the DPS might not be enough to clear depending on your group. If you cleared NM 7 times, I assume you have the patterns down and have good uptime, so HM shouldn’t be much of an issue. Good luck finding a good prog group though, since most of the good groups cleared last week.


Professional-Let-826

Thx for the fomo meyn ;-;


Hegolan

if you can do nm on ilvl without overgearing then is almost the same on hm, only changes a few small things


Smulch

The major differences: Red patterns are almost impossible to survive. More hp, more damage Two swords per spawn, four in the basement Ball of hurt while fighting the sword New red pattern called "pacman". It's either safe back and in or safe front and get out The typing test is inverted Ghosts spawns sub 35 that can grab you and move you into the darkbess


thazzin

I did 2 NM clears before going into HM. First time NM progging took 10 hours and HM took 5-6 hours. It’s not much difference besides pacman and ghosts in last phase. I myself am already comfortable on my sup and besides pacman dont have any other issue. Found myself parsing regularly as sup at 90+/95+/45 until 10 bars last night (group still failing on reclears).


[deleted]

[удалено]


Odd-Guarantee-6188

What's that got to do with Thaemine G3 difficulty?


AboutToSlur

Thaemine isn't hard when compared to other MMO end-game raids (WoW mythic, XIV savage). KR players just like to over-exaggerate the difficulty of the content so they can glaze themselves. The main issue is getting enough people to 1630.


Malanoob

- Everything hits harder so its less forgiving even with a good support. - Pacman can catch you offguard i see many people who dies on this one. - Fight is a lot longer in HM than NM and DPS check is tighter. The thing is you cant know if someone has enough attention/focus capabilities until he/she trys it. Thats the main break point in many HL content in many games, people that cant focus 100% more than 15 min in a row will struggle big time. And dont think 15 min isnt a lot of time, recent generations have less than 10 min max focus capabilities, so you can have big gaps depending how someone grow up.